Digital Games in Kindergarten: Uses, Practices, and Interactions
Kindergarten. Digital Games. Learning Process.
Early childhood children are immersed in digital culture, even before attending school, communicate and learn using technology. Among the practices produced by children, children's games and games play a prominent role because of their importance in the cultural insertion of children, both in the process of child development and in the field of learning. For the contemporary childhood the playful possibilities have been enlarged by the possibility of interaction and fun offered by the digital games. In this context, this research aims to investigate how digital games can be integrated into the practice of early childhood education so that they can contribute to the learning process of the proposed fields of experience for children. The scenario for the research will be the Center for Childhood Education - College of Application - UFRN, with a group of 14 children aged between 5 and 6 years old. The study was supported by the assumptions of Oliveira (2002), Sarmento (2003), Dalhberg, Moss and Pence (2003), Kramer (2006), Pereira, Almeida (2014), BRAZIL (2010, 2013), discusses and conceptions of child, childhood and early childhood education by establishing dialogues with the digital games based on Kishimoto (1994), Winnicott, (1982), Petry (2016) with inspiration from Piaget (1974) and Vygotsky (1998). Therefore, this research fits into the paradigm of qualitative research and will make use of some procedures related to action research, due to the need to intervene in the educational space, establishing a dialogical relationship with children in the research field. The procedures for the intervention were organized in three stages. It is hoped that the research results will broaden the understanding of the role of technology in children's daily life, allowing us to understand the extent to which children appropriate certain knowledge through interaction with digital games.